Heroicmass
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Post by Heroicmass on Jan 29, 2017 23:32:39 GMT
The neverending claymore should be glorious
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Post by dropzofcrimzon on Jan 29, 2017 23:35:35 GMT
just out of curiosity...how much are we gonna be punished for daring to choose the original mechanic over the way Bioware envisioned their "reload mechanic". Is it going to be like Silverite in DAI which allowed us to bypass classes but screwed us out of the highest DPS? Also will this cool down system be practical and increasingly effective depending on the level of the created weapon or will it just feel like always playing with level 1 pistol that overheats every 2 shots? Have you played ME1 or used the (DLC) Lancer/Prothean particle rifle? Because from what he said the system will pretty much be the same. So as long you don't forget to stop hitting the trigger before the weapon overheat you will have pretty much no trouble with ammo. Ps: only sniper rifles did that (without mods) if you didn't time their shots. I never used javik and I played vanguard with N7 crusader or Sabre rifle so no I never touched the cool down weapons. I want to know how well it will work with a semi auto high powered weapon and what we are sacrificing for the mechanic
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kino
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Post by kino on Jan 29, 2017 23:41:44 GMT
That's a very cool game mechanic to put in. Does a good job of tying in to the ME1 experience.
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Post by malanek on Jan 29, 2017 23:53:19 GMT
The neverending claymore should be glorious I am assuming the Claymore clip will only hold a single shot so the Vintage heat sink would be a bad mod on it as it will always overheat and go into the longer reload/cooling down animation. There were a few weapons like that in ME1, but here you simply wouldn't use it. Alternatively they could design it so it allows 2 shots with the second one overheating it allowing you to run at a slightly slower than normal fire rate but giving the option of a double tap quick burst damage and a longer cool down period. I like the fact they have both methods, it will require careful balance but so long as it is done well it opens up a lot of design space.
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GannayevOfDreams
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Post by GannayevOfDreams on Jan 30, 2017 0:06:11 GMT
Only thing that bothered me about the heat-clip as ammo thing was how, if it was really based on heat, it would never cooldown on its own when you ran out. I felt like the weapon should have slowly built back up to at least one clip's worth of shots when not in use. How often ammo drops will probably determine whether or not I craft to get back the ME1 system.
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hipi07
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Post by hipi07 on Jan 30, 2017 0:42:42 GMT
Awesome, I actually really love having the old vintage weapons. I miss my Frictionless Materials IX, will that mod be making a come back too if I may be so bold to ask?
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Post by dropzofcrimzon on Jan 30, 2017 0:46:03 GMT
I still think we need active cool down
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Post by sgtreed24 on Jan 30, 2017 0:49:49 GMT
I too think this is a good compromise. Really I'm fine with either type. My only concern is lore -- that we'll see ammo crates in unexplored virgin worlds of another galaxy because, you know, gameplay reasons.All games do this; it's to be expected seeing as everything can take 40 shots to the face and still survive. All the more reason to have the overheating weapons be the ones the AI takes with them.
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Post by sgtreed24 on Jan 30, 2017 0:55:09 GMT
This pleases me. I'm hoping it's not long into the game before I get a chance to make my gun work like this. This mechanic is far superior to me personally, and it immerses me more into the setting. It just feels more "science fiction-ish". If only your name had one less "i" in it, I was gonna make a joke about you needing it early game cause otherwise... you'd never see it. heh heh ME jokes.
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bohemiadrinker
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Post by bohemiadrinker on Jan 30, 2017 1:55:10 GMT
Reported! Are you kidding me? I want full auto on all the things! Like the M-8 Avenger? Yup. It gets deadly on full auto. DEADLY!
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Post by dropzofcrimzon on Jan 30, 2017 2:13:00 GMT
Yup. It gets deadly on full auto. DEADLY! I do not care about full auto 1 shot 1 kill vanguard MWHAHAHAHA
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Atemporal Vanguardian-Debugger
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Jan 30, 2017 3:32:51 GMT
Inb4 MP PuGs put the Vintage Heat Sink on a Reegar Carbine I want a M-37 Falcon with that mod. Yep; this but for main single player game.
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Post by Abramsrunner on Jan 30, 2017 4:46:33 GMT
Inb4 MP PuGs put the Vintage Heat Sink on a Reegar Carbine I want a M-37 Falcon with that mod. Yep; this but for main single player game. SP, or MP, PuGs are going to put that on the Reegar Carbine. And why wouldn't a mod that can change all weapons style of play (reloading vs cooldown) not be in MP?
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Atemporal Vanguardian-Debugger
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Jan 30, 2017 5:08:37 GMT
Yep; this but for main single player game. SP, or MP, PuGs are going to put that on the Reegar Carbine. And why wouldn't a mod that can change all weapons style of play (reloading vs cooldown) not be in MP? Just not a MP person.
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Post by Cypher on Jan 30, 2017 5:10:56 GMT
All games do this; it's to be expected seeing as everything can take 40 shots to the face and still survive. All the more reason to have the overheating weapons be the ones the AI takes with them. Realistically, in a scenario for either weapon in universe, people would carry enough equipment on them to make sure they're capable of firing in your average encounter. No one with thermal clips would lose the ability to fire because on average, they wouldn't run into the sheer amount of bodies or defenses that would actually lead to it happening. And with the classic heat sink, no one would go with just one or two heat sinks, in case the weapon gets damaged and they need to make field repairs, or in case they grabbed a bunch of duds. Either way, the two would require carrying the same amount of gear.
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Post by CrutchCricket on Jan 31, 2017 4:48:16 GMT
One thing that always bothered me in ME3MP: The guns wouldn't cool while not held. To reload a vintage sink in ME3, you would have to go through the 5s long period of being unarmed, whereas in ME1, you could quickly drop the rifle and reach for your sidearm. When you came back to that rifle on your sling (because I considered the "return to back" thing stupid, and slings are cool) it was already cold, and I don't mean that in the traditional hot/cold weapon terminology. So whenever I poorly managed my heatsink with the M7 Lancer, my favorite weapon, and went for the Phalanx on my hip, I ended up having to cool the rifle afterwards, mostly stuck to the Phalanx for the rest of the wave. That thing was NOWHERE near as effective. Precisely. The vintage heatsink needs to actually be vintage, ie it always cools down when not in use. If you switch weapons or just wait a bit, it should begin cooling down on its own. Or at teh very least, if you have to trigger the cooldown by pressing reload, once you do, nothing should interrupt it. I'd also accept and even be impressed by having both systems with variable cooldown times. Switch weapons or leave it alone, sink gradually cools. Press reload to trigger rapid cooling = ME3 cooldown. Though it still shouldn't be interrupted by anything. If you run or crouch with it, have it bite into shields/health if you really want to be a stickler for details (since rapid cooling vents presumably superheated gas out the side of the gun, which is why the character always holds it still and away from them). We're big boys, we can ignore safety warnings lol. Realistically, in a scenario for either weapon in universe, people would carry enough equipment on them to make sure they're capable of firing in your average encounter. No one with thermal clips would lose the ability to fire because on average, they wouldn't run into the sheer amount of bodies or defenses that would actually lead to it happening. And with the classic heat sink, no one would go with just one or two heat sinks, in case the weapon gets damaged and they need to make field repairs, or in case they grabbed a bunch of duds. Either way, the two would require carrying the same amount of gear. They never mention ME1 gun sinks being damaged but as for taking enough clips, tell that to the ME2 Widow (and I'm sure other hard hitting weapons in that game). And a single encounter isn't the problem resource wise. Think bigger picture. How or why is the Pathfinder team (or the Initiative as a whole) use precious scarce resources to manufacture limited perishable ammo when we have a system in place that entirely negates the demand for that? Even if you consider taking a spare ME1 sink into the field, there is a chance you'll never need to use it. Compare that to the certainty of using some percentage of your clips. Sink still wins in terms of resources. They say they'll explain this, so I guess we'll see what they come up with. Omnigel wouldn't be a bad bet, though still, think of what else you could build with it if you weren't constantly using it as ammo.
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Post by Cypher on Jan 31, 2017 6:29:36 GMT
They never mention ME1 gun sinks being damaged but as for taking enough clips, tell that to the ME2 Widow (and I'm sure other hard hitting weapons in that game). And a single encounter isn't the problem resource wise. Think bigger picture. How or why is the Pathfinder team (or the Initiative as a whole) use precious scarce resources to manufacture limited perishable ammo when we have a system in place that entirely negates the demand for that? Even if you consider taking a spare ME1 sink into the field, there is a chance you'll never need to use it. Compare that to the certainty of using some percentage of your clips. Sink still wins in terms of resources. They say they'll explain this, so I guess we'll see what they come up with. Omnigel wouldn't be a bad bet, though still, think of what else you could build with it if you weren't constantly using it as ammo. They don't need to mention something being broken in ME1 for the possibility of something being broken to occur. ME2 Widow, and all weapons in general for that matter, are balanced--or imbalanced--for gameplay purposes, so I don't take anything of the sort as what happens in-universe anyway since no one is going to take 30 shots to the face while their barriers are down like they do in gameplay. The bigger picture is that swapping out a heat sink is much, much faster than letting one cool off from overheating. If you're in a situation to where you're burning through thermal clips, you're going to be in a situation to where your gun is going to lock up from overheating. One allows you to carry less but leaves you more vulnerable when it overheats, the other requires to carry more gear but reduces the gap between not being able to fire and being able to fire. In my head, it's all part of the same system since gameplay=/=lore, but that's just me, and it's what Bioware should've went with instead of trying to explain things away to begin with.
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Post by Serza on Jan 31, 2017 8:09:29 GMT
You WILL eventually burn the thermal clip down.
The cooling system will, however, allow you to cool down between bursts.
Show me one situation where magdumping is viable. Not even when you're suppressing.
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Post by rivverrabbit on Jan 31, 2017 15:26:06 GMT
To those who have asked: There is indeed an in-lore answer to how you manage to acquire thermal clips (and medigel, for that matter) while exploring decidedly non-human environments. That's all I'll say for now. Is it the little rocket pods that the Tempest shoots down into the area we're exploring with extra gear and stuff? So they feel like Inquisition camps/tables? I like this. We scan for resources, find the necessary material to print new clips/omnigel, and then refill that way. Injects some sci-fi back into the mix. Honestly it should be both -- heat dissipates over time, but you can always choose to eject a heat sink to get back in the fight immediately. Instead of carrying 100 "rounds" of ammo, you'd carry, say, 2 thermal clips per weapon, eject those as slag, and still be able to fire. However, I believe there's enough science and engineering to back up the idea that you could have one or the other, but not both systems in one weapon. I could be convinced that they're mutually exclusive with enough big words.
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Post by sgtreed24 on Jan 31, 2017 16:06:23 GMT
I like the idea rivverrabbit of having both for the gun. You'll always have the big heat sink as a fall back, but if you need to fire quickly you can eject the small, reloadable ones. Great idea!
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Post by jastall on Jan 31, 2017 16:32:01 GMT
Good stuff. While I didn't overly like the implementation of overheating in ME1, I still believed it was a system that could work and was fairly unique. The addition of overheating weapons in ME3 confirmed that for me. It seems like being able to make any gun overheat is the best of both worlds, as far as I'm concerned. More options is always good.
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Post by CrutchCricket on Jan 31, 2017 16:45:52 GMT
They don't need to mention something being broken in ME1 for the possibility of something being broken to occur. ME2 Widow, and all weapons in general for that matter, are balanced--or imbalanced--for gameplay purposes, so I don't take anything of the sort as what happens in-universe anyway since no one is going to take 30 shots to the face while their barriers are down like they do in gameplay. The bigger picture is that swapping out a heat sink is much, much faster than letting one cool off from overheating. If you're in a situation to where you're burning through thermal clips, you're going to be in a situation to where your gun is going to lock up from overheating. One allows you to carry less but leaves you more vulnerable when it overheats, the other requires to carry more gear but reduces the gap between not being able to fire and being able to fire. In my head, it's all part of the same system since gameplay=/=lore, but that's just me, and it's what Bioware should've went with instead of trying to explain things away to begin with. Depends on which type of "breaking" you mean. Guns literally breaking you're right, but then it's not really applicable because guns of both sorts can break. If you mean break as in "break down", suffer defects or what have you, I think that would deserve a mention since the whole idea behind ME1 guns is "hey check out this gun that fire forever". If there was a significant percentage of malfunctions, I'd think that'd be mentioned somewhere. The underlined is also a false assumption. Overheating is only a concern if you're being immediately overwhelmed. Burning through clips however can still occur with smaller, but consistent numbers attacking you. The latter case is an example where clips are an issue but heat sinks are not. And again, the bigger issue in Andromeda isn't short term firefights but long term resource management. Why are you wasting resources even if it's something as convenient as omnigel on ammo a disposable by design, when you can instead craft reusable resources that will benefit you in almost all the same situations? I also disagree with ignoring this for the sake of gameplay. In other cases that may work, but since precedent for lore has already been established, breaking it is a concern. And on the matter of gameplay, apart from catering to the casual shooter crowd I don't really see the benefits of the move to a traditional ammo system. If pace is a concern, a reload mechanic for "rapid venting" would've been sufficient. As for challenge, curbing full auto infinite fire by limiting things like frictionless materials and forcing you to be more strategic about which gun you use in which case would've done nicely. The actual limiting of ammo does nothing. In ME2 all it did was force me to treat the Widow like a BFG and only bust it out for bosses, forcing my previously sniping infiltrator to SMG his way through the game and in ME3 ammo was so abundant it may as well have been unlimited anyway.
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Post by leonick on Jan 31, 2017 16:47:58 GMT
I like the idea rivverrabbit of having both for the gun. You'll always have the big heat sink as a fall back, but if you need to fire quickly you can eject the small, reloadable ones. Great idea! Supposedly that was the design for ME2 at some point but it was deemed to complicated...
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DragonRacer
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Post by DragonRacer on Jan 31, 2017 17:59:52 GMT
Good stuff, Tiberius ! I always feel more options for players can only be a positive thing. Also, just a friendly mod reminder to our general populace (who, other than one individual, have been very well-behaved here) that we like it when our friends at BioWare pop by, and civil discussion both positive and critical is welcomed. But being rude or insulting to our guests and/or other community members within a thread where BioWare is contributing will receive swift attention from the moderators. Carry on (my wayward son).
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Post by garrusfan1 on Jan 31, 2017 19:54:41 GMT
But how will they balance it? will the ones that are infinite ammo be weaker or just overheat really really fast.
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